Channels script last hurdle
Hi, I have written the following script to generate a wire colour type image. The difference is it uses the same colour per material. I am trying to add in an exception for transparent/refractive materials by testing
"if (mat.texmap_refraction == undefined or mat.Refraction == color 0 0 0) then"
The script will run with no errors but still processes the refractive materials. I want them to be left untouched.
Here is the entire script:
vr=renderers.current
select cameras
setTransformLockFlags $ #all
x = $*Target as array
deselect x
$.exposure = false
$.vignetting = false
ClearSelection()
Materials = #()
MappedMaterials = #()
for o in objects do
(
if classof o.material == VRayMtl or classof o.material == Multimaterial or classof o.material == VRayOverrideMtl or classof o.material == VRayBlendMtl or classof o.material == Blend then
(
Index = (findItem Materials o.material);
if (Index != 0) then
(
MappedMaterial = MappedMaterials[Index]
o.material = MappedMaterial
)
else
(
mat = o.material;
if (mat.texmap_refraction == undefined or mat.Refraction == color 0 0 0) then
(
Mat = StandardMaterial()
Mat.selfillumamount = 100
Mat.Diffuse.Saturation = 255
Mat.Diffuse.Value = 255
Mat.Diffuse = color (random 0 255) (random 0 255) (random 0 255)
append Materials o.material
append MappedMaterials Mat
o.material = Mat
)
)
)
)
Any thoughts on what the problem might be?
Danny
Comments
not quite understand what
not quite understand what you're wanting ... can explain?
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